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source: orxonox.OLD/trunk/src/lib/coord/p_node.cc @ 5604

Last change on this file since 5604 was 5438, checked in by bensch, 19 years ago

orxonox/trunk: better display of the PNodes debug

File size: 24.7 KB
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[4570]1/*
[3246]2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
[5419]13   co-programmer: Benjamin Grauer
[3246]14*/
15
[3590]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PNODE
[3246]17
18#include "p_node.h"
[4761]19#include "null_parent.h"
20
21#include "load_param.h"
22#include "class_list.h"
23
[3607]24#include "stdincl.h"
[3860]25#include "compiler.h"
[3608]26#include "error.h"
27#include "debug.h"
28#include "list.h"
29#include "vector.h"
30
[5406]31#include "color.h"
[3246]32
33using namespace std;
34
35
36/**
[4836]37 *  standard constructor
[5420]38 */
[4570]39PNode::PNode ()
[3365]40{
[3552]41  init(NULL);
[3529]42
[4436]43  NullParent::getInstance()->addChild(this);
[3365]44}
[3246]45
[4448]46/**
[4836]47 * @param root the load-Element for the PNode
[5420]48 */
[4436]49PNode::PNode(const TiXmlElement* root)
50{
51  this->init(NULL);
[4444]52  this->loadParams(root);
[4570]53
[5372]54  if (this->parent == NULL)
55    NullParent::getInstance()->addChild(this);
[4436]56}
[3246]57
58/**
[4836]59 *  constructor with coodinates
60 * @param absCoordinate the Absolute coordinate of the Object
61 * @param parent The parent-node of this node.
[5420]62 */
[4993]63PNode::PNode (const Vector& absCoor, PNode* parent )
[3365]64{
[3552]65  this->init(parent);
[3365]66
[3860]67  if (likely(parent != NULL))
[3800]68    parent->addChild (this);
[4993]69
70  this->setAbsCoor(absCoor);
[3365]71}
72
73/**
[5296]74 * standard deconstructor
75 *
76 * There are two general ways to delete a PNode
77 * 1. delete instance;
78 *   -> result
79 *    delete this Node and all its children and children's children...
80 *    (danger if you still need the children's instance somewhere else!!)
81 *
82 * 2. instance->remove2D(); delete instance;
83 *   -> result:
84 *    moves its children to the NullParent
85 *    then deletes the Element.
86 */
[4570]87PNode::~PNode ()
[3365]88{
[5296]89  // remove the Node, delete it's children.
90  tIterator<PNode>* iterator = this->children->getIterator();
91  PNode* child = iterator->firstElement();
92
93  while( child != NULL)
[5214]94  {
[5296]95    delete child;
96    child = iterator->nextElement();
[5214]97  }
[5296]98  delete iterator;
99
100  if (this->parent != NULL)
101  {
102    this->parent->children->remove(this);
103    this->parent = NULL;
104  }
[5214]105  delete this->children;
[5296]106
107  // remove all other allocated memory.
[5088]108  if (this->toCoordinate != NULL)
109    delete this->toCoordinate;
110  if (this->toDirection != NULL)
111    delete this->toDirection;
[3365]112}
[3246]113
[5296]114
[4448]115/**
[4836]116 *  initializes a PNode
117 * @param parent the parent for this PNode
[5420]118 */
[3552]119void PNode::init(PNode* parent)
120{
[4742]121  this->setClassID(CL_PARENT_NODE, "PNode");
[5211]122
[3552]123  this->children = new tList<PNode>();
124  this->bRelCoorChanged = true;
125  this->bRelDirChanged = true;
[4570]126  this->parent = parent;
[5209]127  this->parentMode = PNODE_PARENT_MODE_DEFAULT;
[4987]128
[4993]129  // iterators
130  this->toCoordinate = NULL;
[4990]131  this->toDirection = NULL;
[4992]132  this->bias = 1.0;
[3552]133}
[3365]134
[4448]135/**
[4836]136 *  loads parameters of the PNode
137 * @param root the XML-element to load the properties of
[5420]138 */
[4436]139void PNode::loadParams(const TiXmlElement* root)
140{
141  static_cast<BaseObject*>(this)->loadParams(root);
[4610]142
[4771]143  LoadParam<PNode>(root, "rel-coor", this, &PNode::setRelCoor)
144      .describe("Sets The relative position of the Node to its parent.");
145
[4610]146  LoadParam<PNode>(root, "abs-coor", this, &PNode::setAbsCoor)
147      .describe("Sets The absolute Position of the Node.");
148
[4771]149  LoadParam<PNode>(root, "rel-dir", this, &PNode::setRelDir)
150      .describe("Sets The relative rotation of the Node to its parent.");
[4761]151
[4771]152  LoadParam<PNode>(root, "abs-dir", this, &PNode::setAbsDir)
153      .describe("Sets The absolute rotation of the Node.");
154
[4761]155  LoadParam<PNode>(root, "parent", this, &PNode::setParent)
156      .describe("the Name of the Parent of this PNode");
[4765]157
158  LoadParam<PNode>(root, "parent-mode", this, &PNode::setParentMode)
159      .describe("the mode to connect this node to its parent ()");
160
161  // cycling properties
[4785]162  if (root != NULL)
[4765]163  {
[4785]164    const TiXmlElement* element = root->FirstChildElement();
165    while (element != NULL)
166    {
[5091]167      LoadParam<PNode>(element, "parent", this, &PNode::addChild, true)
[4785]168          .describe("adds a new Child to the current Node.");
[4765]169
[4785]170      element = element->NextSiblingElement();
171    }
[4765]172  }
[4436]173}
[3365]174
175/**
[4836]176 *  set relative coordinates
177 * @param relCoord relative coordinates to its parent
[5420]178 *
179 *
180 * it is very importand, that you use this function, if you want to update the
181 * relCoordinates. If you don't use this, the PNode won't recognize, that something
182 * has changed and won't update the children Nodes.
183 */
[3810]184void PNode::setRelCoor (const Vector& relCoord)
[3675]185{
[5113]186  if (this->toCoordinate!= NULL)
187  {
188    delete this->toCoordinate;
189    this->toCoordinate = NULL;
190  }
191
[4993]192  this->relCoordinate = relCoord;
[3675]193  this->bRelCoorChanged = true;
194}
195
196/**
[4836]197 *  set relative coordinates
198 * @param x x-relative coordinates to its parent
199 * @param y y-relative coordinates to its parent
200 * @param z z-relative coordinates to its parent
[4993]201 * @see  void PNode::setRelCoor (const Vector& relCoord)
[5420]202 */
[4610]203void PNode::setRelCoor (float x, float y, float z)
204{
205  this->setRelCoor(Vector(x, y, z));
206}
207
[4992]208/**
209 * sets a new relative position smoothely
210 * @param relCoordSoft the new Position to iterate to
211 * @param bias how fast to iterate to this position
212 */
213void PNode::setRelCoorSoft(const Vector& relCoordSoft, float bias)
[4987]214{
[4993]215  if (likely(this->toCoordinate == NULL))
216    this->toCoordinate = new Vector();
[4987]217
[4993]218  *this->toCoordinate = relCoordSoft;
[4992]219  this->bias = bias;
[4987]220}
221
[4990]222
[4610]223/**
[4992]224 *  set relative coordinates smoothely
[4990]225 * @param x x-relative coordinates to its parent
226 * @param y y-relative coordinates to its parent
227 * @param z z-relative coordinates to its parent
[4993]228 * @see  void PNode::setRelCoorSoft (const Vector&, float)
[4990]229 */
[4992]230void PNode::setRelCoorSoft (float x, float y, float z, float bias)
[4990]231{
[4992]232  this->setRelCoorSoft(Vector(x, y, z), bias);
[4990]233}
234
[5382]235
[4990]236/**
[4836]237 * @param absCoord set absolute coordinate
[5091]238 */
[3809]239void PNode::setAbsCoor (const Vector& absCoord)
[3675]240{
[5113]241  if (this->toCoordinate!= NULL)
242  {
243    delete this->toCoordinate;
244    this->toCoordinate = NULL;
245  }
246
[4993]247  if( likely(this->parentMode & PNODE_MOVEMENT))
248  {
249      /* if you have set the absolute coordinates this overrides all other changes */
250    if (likely(this->parent != NULL))
251      this->relCoordinate = absCoord - parent->getAbsCoor ();
252    else
253      this->relCoordinate = absCoord;
254  }
255  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
256  {
257    if (likely(this->parent != NULL))
258      this->relCoordinate = absCoord - parent->getAbsCoor ();
259    else
260      this->relCoordinate = absCoord;
261  }
262
263  this->bRelCoorChanged = true;
264//  this->absCoordinate = absCoord;
[3675]265}
266
[5382]267
[3675]268/**
[4836]269 * @param x x-coordinate.
270 * @param y y-coordinate.
271 * @param z z-coordinate.
[4987]272 * @see void PNode::setAbsCoor (const Vector& absCoord)
[4610]273 */
274void PNode::setAbsCoor(float x, float y, float z)
275{
276  this->setAbsCoor(Vector(x, y, z));
277}
278
279/**
[5406]280 * @param absCoord set absolute coordinate
281 * @todo check off
282 */
283void PNode::setAbsCoorSoft (const Vector& absCoordSoft, float bias)
284{
285  if (this->toCoordinate == NULL)
286    this->toCoordinate = new Vector;
287
288  if( likely(this->parentMode & PNODE_MOVEMENT))
289  {
290      /* if you have set the absolute coordinates this overrides all other changes */
291    if (likely(this->parent != NULL))
292      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
293    else
294      *this->toCoordinate = absCoordSoft;
295  }
296  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
297  {
298    if (likely(this->parent != NULL))
299      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
300    else
301      *this->toCoordinate = absCoordSoft;
302  }
303}
304
305
306/**
[5091]307 *  shift coordinate relative
[4836]308 * @param shift shift vector
[4987]309 *
[5420]310 * this function shifts the current coordinates about the vector shift. this is
311 * usefull because from some place else you can:
312 * PNode* someNode = ...;
313 * Vector objectMovement = calculateShift();
314 * someNode->shiftCoor(objectMovement);
315 *
316 * this is the internal method of:
317 * PNode* someNode = ...;
318 * Vector objectMovement = calculateShift();
319 * Vector currentCoor = someNode->getRelCoor();
320 * Vector newCoor = currentCoor + objectMovement;
321 * someNode->setRelCoor(newCoor);
322 *
[5382]323 */
[3809]324void PNode::shiftCoor (const Vector& shift)
[3683]325{
[4993]326  this->relCoordinate += shift;
327  this->bRelCoorChanged = true;
[3683]328}
329
330/**
[4836]331 *  set relative direction
332 * @param relDir to its parent
[5091]333 */
[3810]334void PNode::setRelDir (const Quaternion& relDir)
[3675]335{
[5113]336  if (this->toDirection!= NULL)
337  {
338    delete this->toDirection;
339    this->toDirection = NULL;
340  }
[4993]341  this->relDirection = relDir;
[3675]342  this->bRelCoorChanged = true;
343}
344
[3365]345/**
[4771]346 * @see void PNode::setRelDir (const Quaternion& relDir)
347 * @param x the x direction
348 * @param y the y direction
349 * @param z the z direction
350 *
351 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
352 */
353void PNode::setRelDir (float x, float y, float z)
354{
355  this->setRelDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
356}
357
[4990]358
[4771]359/**
[4990]360 * sets the Relative Direction of this node to its parent in a Smoothed way
361 * @param relDirSoft the direction to iterate to smoothely.
[4992]362 * @param bias how fast to iterate to the new Direction
[4990]363 */
[4992]364void PNode::setRelDirSoft(const Quaternion& relDirSoft, float bias)
[4990]365{
366  if (likely(this->toDirection == NULL))
367    this->toDirection = new Quaternion();
368
369  *this->toDirection = relDirSoft;
[4992]370  this->bias = bias;
[4990]371}
372
373/**
374 * @see void PNode::setRelDirSoft (const Quaternion& relDir)
375 * @param x the x direction
376 * @param y the y direction
377 * @param z the z direction
378 *
379 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
380 */
[4992]381void PNode::setRelDirSoft(float x, float y, float z, float bias)
[4990]382{
[4992]383  this->setRelDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
[4990]384}
385
386/**
[5091]387 *  sets the absolute direction
[4836]388 * @param absDir absolute coordinates
[5091]389 */
[3810]390void PNode::setAbsDir (const Quaternion& absDir)
[3675]391{
[5113]392  if (this->toDirection!= NULL)
393  {
394    delete this->toDirection;
395    this->toDirection = NULL;
396  }
397
[5001]398  if (likely(this->parent != NULL))
399    this->relDirection = absDir / this->parent->getAbsDir();
[4996]400  else
[5001]401   this->relDirection = absDir;
[4993]402
403  this->bRelDirChanged = true;
[3675]404}
405
406/**
[4771]407 * @see void PNode::setAbsDir (const Quaternion& relDir)
408 * @param x the x direction
409 * @param y the y direction
410 * @param z the z direction
411 *
412 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
413 */
414void PNode::setAbsDir (float x, float y, float z)
415{
416  this->setAbsDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
417}
418
419/**
[5420]420 * sets the absolute direction
[5414]421 * @param absDir absolute coordinates
422 */
423void PNode::setAbsDirSoft (const Quaternion& absDirSoft, float bias)
424{
425  if (this->toDirection == NULL)
426    this->toDirection = new Quaternion();
427
428  if (likely(this->parent != NULL))
429    *this->toDirection = absDirSoft / this->parent->getAbsDir();
430  else
431   *this->toDirection = absDirSoft;
432
433  this->bias = bias;
434}
435
436/**
437 * @see void PNode::setAbsDir (const Quaternion& relDir)
438 * @param x the x direction
439 * @param y the y direction
440 * @param z the z direction
441 *
442 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
443 */
444void PNode::setAbsDirSoft (float x, float y, float z, float bias)
445{
446  this->setAbsDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
447}
448
449
450/**
[5091]451 * shift Direction
452 * @param shift the direction around which to shift.
453 */
[3802]454void PNode::shiftDir (const Quaternion& shift)
455{
[4993]456  this->relDirection = this->relDirection * shift;
[3802]457  this->bRelDirChanged = true;
458}
[3365]459
[3683]460/**
[4836]461 *  adds a child and makes this node to a parent
[5091]462 * @param child child reference
[4993]463 * use this to add a child to this node.
[5420]464 */
[5382]465void PNode::addChild (PNode* child)
[3365]466{
[4993]467  if( likely(child->parent != NULL))
[3521]468    {
[5255]469      PRINTF(5)("PNode::addChild() - reparenting node: removing it and adding it again\n");
[4993]470      child->parent->children->remove(child);
[3521]471    }
[4993]472  child->parent = this;
[5397]473  if (unlikely(this != NULL))
474    this->children->add(child);
[4993]475  child->parentCoorChanged();
[3365]476}
477
478/**
[5091]479 * @see PNode::addChild(PNode* child);
[4765]480 * @param childName the name of the child to add to this PNode
481 */
482void PNode::addChild (const char* childName)
483{
484  PNode* childNode = dynamic_cast<PNode*>(ClassList::getObject(childName, CL_PARENT_NODE));
485  if (childNode != NULL)
486    this->addChild(childNode);
487}
488
489/**
[4836]490 *  removes a child from the node
[5091]491 * @param child the child to remove from this pNode.
[4993]492 *
493 * Children from pNode will not be lost, they are referenced to NullPointer
[5420]494 */
[4993]495void PNode::removeChild (PNode* child)
[3365]496{
[5214]497  if (child != NULL)
498  {
499   child->remove();
500//   this->children->remove(child);
501//   child->parent = NULL;
502  }
[3365]503}
504
505/**
[4836]506 *  remove this pnode from the tree and adds all following to NullParent
[5420]507 *
508 * this can be the case, if an entity in the world is being destroyed.
509 */
[3537]510void PNode::remove()
511{
[3668]512  tIterator<PNode>* iterator = this->children->getIterator();
[5115]513  PNode* pn = iterator->firstElement();
[4570]514
515  while( pn != NULL)
516    {
[5382]517      NullParent::getInstance()->addChild(pn);
[3668]518      pn = iterator->nextElement();
[3537]519    }
[3668]520  delete iterator;
[5214]521  if (this->parent != NULL)
522    this->parent->children->remove(this);
[3537]523}
524
525/**
[4993]526 * sets the parent of this PNode
[4836]527 * @param parent the Parent to set
[5420]528 */
[3365]529void PNode::setParent (PNode* parent)
530{
[3511]531  parent->addChild(this);
[3365]532}
533
[4761]534/**
535 * @see PNode::setParent(PNode* parent);
536 * @param parentName the name of the Parent to set to this PNode
537 */
538void PNode::setParent (const char* parentName)
539{
540  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
541  if (parentNode != NULL)
542    parentNode->addChild(this);
543}
544
[4990]545/**
546 * does the reparenting in a very smooth way
547 * @param parentNode the new Node to connect this node to.
[4993]548 * @param bias the speed to iterate to this new Positions
[4990]549 */
[5382]550void PNode::setParentSoft(PNode* parentNode, float bias)
[4987]551{
[5382]552  // return if the new parent and the old one match
[4992]553  if (this->parent == parentNode)
554    return;
555
[5382]556  // store the Valures to iterate to.
[4993]557  if (likely(this->toCoordinate == NULL))
[4989]558  {
[4993]559    this->toCoordinate = new Vector();
560    *this->toCoordinate = this->getRelCoor();
[4989]561  }
[4990]562  if (likely(this->toDirection == NULL))
563  {
564    this->toDirection = new Quaternion();
565    *this->toDirection = this->getRelDir();
566  }
[4992]567  this->bias = bias;
[4987]568
569
[4990]570  Vector tmpV = this->getAbsCoor();
571  Quaternion tmpQ = this->getAbsDir();
[4987]572
573  parentNode->addChild(this);
574
[5382]575 if (this->parentMode & PNODE_ROTATE_MOVEMENT && this->parent != NULL)
576   this->relCoordinate = this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor());
[5000]577 else
[5382]578   this->relCoordinate = tmpV - parentNode->getAbsCoor();
[4991]579
[5382]580 this->relDirection = tmpQ / parentNode->getAbsDir();
[4987]581}
582
[4993]583/**
584 * does the reparenting in a very smooth way
585 * @param parentName the name of the Parent to reconnect to
586 * @param bias the speed to iterate to this new Positions
587 */
[5382]588void PNode::setParentSoft(const char* parentName, float bias)
[4987]589{
590  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
591  if (parentNode != NULL)
[5382]592    this->setParentSoft(parentNode, bias);
[4987]593}
594
[3365]595/**
[4836]596 *  sets the mode of this parent manually
[4765]597 * @param parentMode a String representing this parentingMode
598 */
599void PNode::setParentMode (const char* parentingMode)
600{
[4993]601  this->setParentMode(PNode::charToParentingMode(parentingMode));
[4765]602}
[3537]603
[3365]604/**
[4836]605 *  updates the absCoordinate/absDirection
606 * @param dt The time passed since the last update
[5420]607 *
608 * this is used to go through the parent-tree to update all the absolute coordinates
609 * and directions. this update should be done by the engine, so you don't have to
610 * worry, normaly...
611 */
[3644]612void PNode::update (float dt)
[3365]613{
[4440]614  if( likely(this->parent != NULL))
615    {
[4987]616      // movement for nodes with smoothMove enabled
[4993]617      if (unlikely(this->toCoordinate != NULL))
[4987]618      {
[5382]619        Vector moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias;
[5006]620        if (likely(moveVect.len() >= PNODE_ITERATION_DELTA))
[4987]621        {
622          this->shiftCoor(moveVect);
623        }
624        else
625        {
[4993]626          delete this->toCoordinate;
627          this->toCoordinate = NULL;
[4988]628          PRINTF(5)("SmoothMove of %s finished\n", this->getName());
[4987]629        }
630      }
[4990]631      if (unlikely(this->toDirection != NULL))
632      {
[5419]633        Quaternion rotQuat = Quaternion::quatSlerp(this->relDirection,*this->toDirection, fabsf(dt)*this->bias);
634        if (this->relDirection.distance(rotQuat) >PNODE_ITERATION_DELTA)
[4990]635        {
[5419]636          this->relDirection = rotQuat;
637          this->bRelDirChanged;
[4990]638        }
[4998]639        else
[4990]640        {
[5000]641          delete this->toDirection;
642          this->toDirection = NULL;
[5041]643          PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
[4998]644        }
[4990]645      }
646
[4993]647      // MAIN UPDATE /////////////////////////////////////
[4440]648      this->lastAbsCoordinate = this->absCoordinate;
[4145]649
[4987]650      PRINTF(5)("PNode::update - %s - (%f, %f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
[3800]651
[4570]652
[4993]653      if( this->parentMode & PNODE_LOCAL_ROTATE && this->bRelDirChanged)
654      {
655        /* update the current absDirection - remember * means rotation around sth.*/
[5050]656        this->prevRelCoordinate = this->relCoordinate;
[5001]657        this->absDirection = this->relDirection * parent->getAbsDir();;
[4993]658      }
[4570]659
[5089]660      if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged))
[4993]661      {
662        /* update the current absCoordinate */
[5050]663        this->prevRelCoordinate = this->relCoordinate;
[5007]664        this->absCoordinate = this->parent->getAbsCoor() + this->relCoordinate;
665      }
[5089]666      else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged)
[5007]667      {
668        /* update the current absCoordinate */
[5083]669        this->prevRelCoordinate = this->relCoordinate;
[4993]670        this->absCoordinate = this->parent->getAbsCoor() + parent->getAbsDir().apply(this->relCoordinate);
671      }
672      /////////////////////////////////////////////////
673   }
[4440]674  else
675    {
676      PRINTF(4)("NullParent::update - (%f, %f, %f)\n", this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
[4993]677      if (this->bRelCoorChanged)
[5118]678      {
679        this->prevRelCoordinate = this->relCoordinate;
[4993]680        this->absCoordinate = this->relCoordinate;
[5118]681      }
[4993]682      if (this->bRelDirChanged)
[5118]683      {
684        this->prevRelDirection = this->relDirection;
[4993]685        this->absDirection = this->getAbsDir () * this->relDirection;
[5118]686      }
[4993]687    }
[3365]688
[4993]689    if(this->children->getSize() > 0)
690    {
[4440]691      tIterator<PNode>* iterator = this->children->getIterator();
[5115]692      PNode* pn = iterator->firstElement();
[4570]693      while( pn != NULL)
[4574]694      {
695        /* if this node has changed, make sure, that all children are updated also */
[4993]696        if( likely(this->bRelCoorChanged))
697          pn->parentCoorChanged ();
698        if( likely(this->bRelDirChanged))
699          pn->parentDirChanged ();
700
701        pn->update(dt);
702        pn = iterator->nextElement();
703      }
[4574]704      delete iterator;
[4440]705    }
[4993]706    this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
707    this->bRelCoorChanged = false;
708    this->bRelDirChanged = false;
[3365]709}
710
[3450]711/**
[4836]712 *  displays some information about this pNode
713 * @param depth The deph into which to debug the children of this PNode to.
[5383]714 * (0: all children will be debugged, 1: only this PNode, 2: this and direct children, ...)
715 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
[5420]716 */
[4574]717void PNode::debug(unsigned int depth, unsigned int level) const
[3365]718{
[4574]719  for (unsigned int i = 0; i < level; i++)
[4575]720    PRINT(0)(" |");
[4574]721  if (this->children->getSize() > 0)
[4575]722    PRINT(0)(" +");
723  else
724    PRINT(0)(" -");
[4996]725  PRINT(0)("PNode(%s::%s) - absCoord: (%0.2f, %0.2f, %0.2f), relCoord(%0.2f, %0.2f, %0.2f), direction(%0.2f, %0.2f, %0.2f) - %s\n",
[4574]726           this->getClassName(),
727           this->getName(),
728           this->absCoordinate.x,
729           this->absCoordinate.y,
730           this->absCoordinate.z,
731           this->relCoordinate.x,
732           this->relCoordinate.y,
[4993]733           this->relCoordinate.z,
[4996]734           this->getAbsDirV().x,
735           this->getAbsDirV().y,
736           this->getAbsDirV().z,
[4993]737           this->parentingModeToChar(parentMode));
[4574]738  if (depth >= 2 || depth == 0)
739  {
740    tIterator<PNode>* iterator = this->children->getIterator();
741      //PNode* pn = this->children->enumerate ();
[5115]742    PNode* pn = iterator->firstElement();
[4574]743    while( pn != NULL)
744    {
745      if (depth == 0)
746        pn->debug(0, level + 1);
747      else
748        pn->debug(depth - 1, level +1);
749      pn = iterator->nextElement();
750    }
751    delete iterator;
752  }
[3365]753}
754
[4570]755/**
[5383]756 * displays the PNode at its position with its rotation as a cube.
757 * @param  depth The deph into which to debug the children of this PNode to.
758 * (0: all children will be displayed, 1: only this PNode, 2: this and direct children, ...)
759 * @param size the Size of the Box to draw.
760 * @param color the color of the Box to display.
761 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
762 */
763void PNode::debugDraw(unsigned int depth, float size, const Vector& color, unsigned int level) const
[4570]764{
[5432]765  // if this is the first Element we draw
[5383]766  if (level == 0)
767  {
[5432]768    glPushAttrib(GL_ENABLE_BIT); // save the Enable-attributes
769    glMatrixMode(GL_MODELVIEW);  // goto the ModelView Matrix
[5383]770
[5432]771    glDisable(GL_LIGHTING);      // disable lighting (we do not need them for just lighting)
772    glDisable(GL_BLEND);         // ''
773    glDisable(GL_TEXTURE_2D);    // ''
[5438]774    glDisable(GL_DEPTH_TEST);    // ''
[5383]775  }
776
[5432]777  glPushMatrix();                // repush the Matrix-stack
[4570]778  /* translate */
779  glTranslatef (this->getAbsCoor ().x,
780                this->getAbsCoor ().y,
781                this->getAbsCoor ().z);
[4998]782//  this->getAbsDir ().matrix (matrix);
783
[5432]784  /* rotate */
[4998]785  Vector tmpRot = this->getAbsDir().getSpacialAxis();
[5432]786  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
787  /* set the new Color */
[5008]788  glColor3f(color.x, color.y, color.z);
[5432]789  { /* draw a cube of size size */
[4570]790    glBegin(GL_LINE_STRIP);
[4995]791    glVertex3f(-.5*size, -.5*size,  -.5*size);
792    glVertex3f(+.5*size, -.5*size,  -.5*size);
793    glVertex3f(+.5*size, -.5*size,  +.5*size);
794    glVertex3f(-.5*size, -.5*size,  +.5*size);
795    glVertex3f(-.5*size, -.5*size,  -.5*size);
[4570]796    glEnd();
797    glBegin(GL_LINE_STRIP);
[4995]798    glVertex3f(-.5*size, +.5*size,  -.5*size);
799    glVertex3f(+.5*size, +.5*size,  -.5*size);
800    glVertex3f(+.5*size, +.5*size,  +.5*size);
801    glVertex3f(-.5*size, +.5*size,  +.5*size);
802    glVertex3f(-.5*size, +.5*size,  -.5*size);
[4570]803    glEnd();
[4995]804
[4570]805    glBegin(GL_LINES);
[4995]806    glVertex3f(-.5*size, -.5*size,  -.5*size);
807    glVertex3f(-.5*size, +.5*size,  -.5*size);
808    glVertex3f(+.5*size, -.5*size,  -.5*size);
809    glVertex3f(+.5*size, +.5*size,  -.5*size);
810    glVertex3f(+.5*size, -.5*size,  +.5*size);
811    glVertex3f(+.5*size, +.5*size,  +.5*size);
812    glVertex3f(-.5*size, -.5*size,  +.5*size);
813    glVertex3f(-.5*size, +.5*size,  +.5*size);
[4570]814    glEnd();
815  }
816
817  glPopMatrix();
[5007]818  if (depth >= 2 || depth == 0)
819  {
[5432]820    /* rotate the current color in HSV space around 20 degree */
[5115]821    Vector childColor =  Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0));
[5111]822    tIterator<PNode>* iterator = this->children->getIterator();
[5115]823    PNode* pn = iterator->firstElement();
[5007]824    while( pn != NULL)
825    {
[5394]826      // drawing the Dependency graph
[5406]827     if (this != NullParent::getInstance())
[5394]828      {
829       glBegin(GL_LINES);
830       glColor3f(color.x, color.y, color.z);
831       glVertex3f(this->getAbsCoor ().x,
832                  this->getAbsCoor ().y,
833                  this->getAbsCoor ().z);
834        glColor3f(childColor.x, childColor.y, childColor.z);
835        glVertex3f(pn->getAbsCoor ().x,
836                   pn->getAbsCoor ().y,
837                   pn->getAbsCoor ().z);
838        glEnd();
839      }
[5432]840      /* if we want to draw the children too */
841      if (depth == 0) /* -> all of them */
[5383]842        pn->debugDraw(0, size, childColor, level+1);
[5432]843      else            /* -> only the Next one */
[5383]844        pn->debugDraw(depth - 1, size, childColor, level +1);
[5007]845      pn = iterator->nextElement();
846    }
847    delete iterator;
848  }
[5383]849  if (level == 0)
[5432]850    glPopAttrib(); /* pop the saved attributes back out */
[4570]851}
[4993]852
853
854
855/////////////////////
856// HELPER_FUCTIONS //
857/////////////////////
858
859/**
860 * converts a parentingMode into a string that is the name of it
861 * @param parentingMode the ParentingMode to convert
862 * @return the converted string
863 */
864const char* PNode::parentingModeToChar(int parentingMode)
865{
866  if (parentingMode == PNODE_LOCAL_ROTATE)
867    return "local-rotate";
868  else if (parentingMode == PNODE_ROTATE_MOVEMENT)
869    return "rotate-movement";
870  else if (parentingMode == PNODE_MOVEMENT)
871    return "movement";
872  else if (parentingMode == PNODE_ALL)
873    return "all";
874  else if (parentingMode == PNODE_ROTATE_AND_MOVE)
875    return "rotate-and-move";
876}
877
878/**
879 * converts a parenting-mode-string into a int
880 * @param parentingMode the string naming the parentingMode
881 * @return the int corresponding to the named parentingMode
882 */
883PARENT_MODE PNode::charToParentingMode(const char* parentingMode)
884{
885  if (!strcmp(parentingMode, "local-rotate"))
886    return (PNODE_LOCAL_ROTATE);
887  else  if (!strcmp(parentingMode, "rotate-movement"))
888    return (PNODE_ROTATE_MOVEMENT);
889  else  if (!strcmp(parentingMode, "movement"))
890    return (PNODE_MOVEMENT);
891  else  if (!strcmp(parentingMode, "all"))
892    return (PNODE_ALL);
893  else  if (!strcmp(parentingMode, "rotate-and-move"))
894    return (PNODE_ROTATE_AND_MOVE);
895}
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